#0071.1
Mega Victreebel

Mega Victreebel

Grass Poison

Abilities

  • Innards Out When the Pokémon takes damage from a move that knocks it out, it deals the same amount of damage to the attacker.

Stat Points

HP
80
ATK
125
DEF
85
Sp. Atk
135
Sp. Def
95
SPE
70

Weakness and Resistance

2x ⦿ Super Effective
Fire Ice Flying Psychic
1x – Normal
Normal Poison Ground Bug Rock Ghost Dragon Dark Steel
0.5x △ Resists
Water Electric Fighting Fairy
0.25x ▼ Mostly Ineffective
Grass

Learnable Moves (59)

Name Type Category Power PP Description
Acid Spray special 40 20 Lowers the target's Sp. Def stat by 2 stages.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Bug Bite physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Clear Smog special 50 16 Removes all stat changes from the target. This move never misses.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Gastro Acid status - 12 Gives the target the No Ability status, where the Pokémon's ability loses its effect.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Grassy Glide physical 55 20 If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Grassy Terrain status - 12 Turns the entire field into Grassy Terrain for 5 turns.
Growth status - 20 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ingrain status - 20 The user gains the Ingrained status, where the Pokémon has 1/16 of its max HP restored at the end of every turn and becomes grounded and cannot be switched out of battle.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Leaf Blade physical 90 16 This move has a 1-stage Critical-Hit Ratio Boost.
Leaf Storm special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Leech Life physical 80 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Poison Powder status - 20 Poisons the target.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Power Whip physical 120 12 —
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Seed Bomb physical 80 16 —
Sleep Powder status - 16 Puts the target to sleep.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb special 90 12 Has a 30% chance of poisoning the target.
Sludge Wave special 95 12 Has a 10% chance of poisoning targets.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Spit Up special - 12 The higher the user's Stockpiling level, the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Stockpile status - 20 Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times.
Strength Sap status - 12 Restores the user's HP by an amount equal to the target's Attack stat. Lowers the target's Attack stat by 1 stage.
Stun Spore status - 20 Paralyzes the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swallow status - 12 The higher the user's Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user's max HP is restored. Level 2: 1/2 of the user's max HP is restored. Level 3: The user's HP is fully restored. This move fails unless the user has the Stockpiling status.
Sweet Scent status - 20 Lowers targets' evasiveness by 2 stages.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Synthesis status - 8 Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Toxic status - 12 Badly poisons the target. If the user is a Poison type, this move will never miss.
Toxic Spikes status - 20 Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Venoshock special 65 12 This move's power is doubled if the target is poisoned or badly poisoned.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Worry Seed status - 12 Changes the target's Ability to Insomnia.
Wrap physical 15 20 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.